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Every combat action, whether in Ranged Combat or Melee Combat, involves three distinct rolls, progressing in order from To Hit, into To Penetrate, and ending with To Wound.

To HitEdit

This roll represents whether the attack successfully hits its target. It is a dice contest between the attacker's Finesse and the defender's Agility.

  • Finesse + d6 |vs| Agility + d6

If the attacker is successful, combat proceeds to the next roll. Failure ends the current combat action.

Critical RollsEdit

A Critical Success on either side of the dice contest results in automatic success for the given side.

  • If the attacker rolls a Critical Success, they add an addition d6 to their side of the To Penetrate roll.

A Critical Failure on either side of the dice contest results in automatic failure for the given side.

To PenetrateEdit

This roll represents whether the attack successfully gets through the target's armor. It is a dice check comparing the Force of the attack to the Hardiness of the target's armor.

  • Force + d6 |vs| Armor Hardiness

Armor Hardiness is dependent on the size of the armor, the type of armor, and the type of damage being dealt. A lack of armor is results in a Armor Hardiness of 0.

If the attacker is successful, combat proceeds to the next roll, and 1 point of damage is inflicted upon the defender.

Critical RollsEdit

A Critical Success results in automatic success for the attacker and causes an additional d6 to be added to the attacker's side of the To Wound roll.

A Critical Failure results in automatic failure for the attacker.

To WoundEdit

This roll determines how much additional damage will be dealt to the defender. It is a dice check comparing the Force of the attack to the Hardiness of the target itself.

  • Force |vs| Target Hardiness + d6

If the attacker is successful, 1 additional point of damage is inflicted upon the defender.

If the attacker's side of the roll is more than double the defender's side, 1 additional point of damage is inflicted upon the defender.

Critical RollsEdit

A Critical Success on either side of the dice contest results in automatic success for the given side.

  • If the attacker rolls a Critical Success, 1 additional point of damage is inflicted upon the defender.
  • If the defender rolls a Critical Success, they recover 1 point of health.

A Critical Failure on either side of the dice contest results in automatic failure for the given side.

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